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Spoony Bard 2: Action Games - Lose The Token Plot
Posted by James Bishop, 61 days ago

The games industry seems to assume that the implied agency that comes from choosing dialogue options makes for a stronger narrative. Let me rephrase that: it’s more like that’s the only way the games industry seems to think plot can progress, and it’s a baffling sentiment considering the leaps and strides that games have made in the last few years. Apparently a strong plot is meant for role-playing games, and anything that has any of the elements of the RPG genre suddenly becomes classified as such. I don’t know about you, dear reader, but the term action RPG makes me cringe.

Fortunately, the industry seems to be finally, gradually moving away from this convention. I’m not going to argue that RPGs don’t usually have a strong and solid plot, but that doesn’t mean they licked the pot clean, leaving but scraps for the rest of the genres. Traditionally and only up until recently, plot was almost entirely reserved for games with massive amounts of dialogue. This tradition continues through games like Star Ocean 4, Final Fantasy XII and Dragon Age: Origins. Thank goodness for those developers who decided to give the other genres a chance.

That isn’t to say any number of games over the years haven’t included or been involved with a story. Super Mario Bros. 3 seems to have a certain story to it and sense of progression, but it can’t really be defined as a plot. A plot has certain elements that are missing from games like Super Mario Bros. 3. Since this isn’t a Lit 101 course, I’m not going to go into much detail as to what a plot entails, but it does require at the very least exposition, conflict, climax and resolution within the story. Simply put, a good plot flows like a good argument.

As I mentioned above, there has been a more recent trend towards introducing plot to the more traditionally action-oriented titles. What remains troubling is the token attempts at plot, which are far more common. Ace Combat 4 is a fantastic example of how to take an engaging and fun game, and somehow twist and tie plot to something that already works. It doesn’t distract from the action and the action doesn’t muddy the plot. Other good examples recently would be the Halo and, to a lesser extent, the God of War series.

 


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  #1 Sep 22, 2009 12:50:08 61 days ago
gerrenlaquint
5 Comments

Really nice read.

With the term "action-rpg" you may be the only person I’ve read that’s taken that term and derived anything past a mechanic for it.


  #2 Sep 24, 2009 14:25:00 59 days ago
Troy Bond
22 Comments

Another genre that could stand to lose the token plot is the puzzle genre. (Not to be confused with the adventure genre, whose nature could arguably be described as being a string of puzzles.) I’m talking about games whose primary (if not solitary) reason to play them is for puzzle solving. Color-matching, item sorting, math tricks, memory, hidden pictures, anagrams, cryptograms, pattern recognition... People enjoy these "casual" venues, but I’m seeing more and more games that try stringing a storyline around them. Not even an interactive storyline, just one that progresses with each puzzle level solved. (Example: someone has been murdered! To find out what weapon was used, find these seven hidden objects in this picture, or do this sudoko-like thingamajig.) I don’t mind the odd puzzle thrown into an adventure/RPG/shooter/whatever, but when a puzzle game tries to pass itself off as an engaging interactive story, I get a little insulted. (But then, I might be in the minority, being one of the few people who didn’t see the point of "Myst," which I completed but didn’t find engaging.)


 


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